Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE2:CameraTextureClient (UT2004)"
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− | + | The CameraTextureClient acts as bridge between a camera actor and a ScriptedTexture that is used to display what the camera sees. You only need one CameraTextureClient per camera as you can reuse the ScriptedTexture on multiple surfaces. Especially when using multiple cameras, it might be a good idea to [[create a ScriptedTexture]] in [[myLevel]] for each of the cameras. | |
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==Properties== | ==Properties== | ||
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'''Type:''' [[name]] | '''Type:''' [[name]] | ||
− | + | [[Match the Tag]] of the camera actor with this property. | |
====DestTexture==== | ====DestTexture==== | ||
'''Type:''' {{cl|ScriptedTexture}} | '''Type:''' {{cl|ScriptedTexture}} | ||
− | + | Set this to the desired ScriptedTexture that will display the camera view. Make sure this texture is not used by any other CameraTextureClient or similar actors. | |
====FOV==== | ====FOV==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | The camera's FOV. | |
'''Default value:''' 60.0 | '''Default value:''' 60.0 | ||
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'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | How often per second the ScriptedTexture should be updated with the current camera view. | |
'''Default value:''' 60.0 | '''Default value:''' 60.0 | ||
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'''Type:''' {{cl|Actor}} | '''Type:''' {{cl|Actor}} | ||
− | + | The actor used as camera. | |
===Default values=== | ===Default values=== | ||
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'''Overrides:''' {{tl|PostBeginPlay|Actor|events}} | '''Overrides:''' {{tl|PostBeginPlay|Actor|events}} | ||
− | + | Finds the camera actor, registers the CameraTextureClient to the ''DestTexture'' and sets up the update timer according to the ''RefreshRate''. | |
====RenderTexture==== | ====RenderTexture==== | ||
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'''Overrides:''' {{tl|RenderTexture|Actor|events}} | '''Overrides:''' {{tl|RenderTexture|Actor|events}} | ||
− | + | Draws the current camera view onto the ''DestTexture'' via {{tl|DrawPortal|ScriptedTexture}}(). | |
====Timer==== | ====Timer==== | ||
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'''Overrides:''' {{tl|Timer|Actor|events}} | '''Overrides:''' {{tl|Timer|Actor|events}} | ||
− | + | Forces the ScriptedTexture to be updated the next time it is rendered. |
Revision as of 08:33, 20 March 2010
- Package:
- Gameplay
- Known custom subclass:
- Crusha/UltimateMappingTools
- This class in other games:
- U2, UE2Runtime, UT2003
The CameraTextureClient acts as bridge between a camera actor and a ScriptedTexture that is used to display what the camera sees. You only need one CameraTextureClient per camera as you can reuse the ScriptedTexture on multiple surfaces. Especially when using multiple cameras, it might be a good idea to create a ScriptedTexture in myLevel for each of the cameras.
Properties
Property group 'CameraTextureClient'
CameraTag
Type: name
Match the Tag of the camera actor with this property.
DestTexture
Type: ScriptedTexture
Set this to the desired ScriptedTexture that will display the camera view. Make sure this texture is not used by any other CameraTextureClient or similar actors.
FOV
Type: float
The camera's FOV.
Default value: 60.0
RefreshRate
Type: float
How often per second the ScriptedTexture should be updated with the current camera view.
Default value: 60.0
Internal variables
CameraActor
Type: Actor
The actor used as camera.
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bNoDelete | True |
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Finds the camera actor, registers the CameraTextureClient to the DestTexture and sets up the update timer according to the RefreshRate.
RenderTexture
Overrides: Actor.RenderTexture
Draws the current camera view onto the DestTexture via ScriptedTexture.DrawPortal().
Timer
Overrides: Actor.Timer
Forces the ScriptedTexture to be updated the next time it is rendered.